#include "SpaceShooterMenu.h"

SpaceShooterMenu::SpaceShooterMenu(SpaceShooterClient* game, ID3DXSprite* sprite, ID3DXFont* font)
{
	mGame = game;
	mSprite = sprite;
	mFont = font;

	// create menu here
	MenuButton* button;

	button = new Button_EnergyReserves		(game, BUTTONTYPE_ENERGYRESERVES,		0.10f, 0.20f, 0.85f, 0.95f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);
	
	button = new Button_BlasterEnergy		(game, BUTTONTYPE_BLASTERENERGY,		0.16f, 0.26f, 0.72f, 0.82f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_DecreaseBlasters	(game, BUTTONTYPE_BLASTERDECREASE,		0.16f, 0.21f, 0.67f, 0.72f, MENUBUTTON_ROUND);
	mButtons.push_back(button);

	button = new Button_IncreaseBlasters	(game, BUTTONTYPE_BLASTERINCREASE,		0.21f, 0.26f, 0.67f, 0.72f, MENUBUTTON_ROUND);
	mButtons.push_back(button);

	button = new Button_FireBlasters		(game, BUTTONTYPE_FIREBLASTERS,			0.52f, 0.62f, 0.85f, 0.95f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_ShieldEnergy		(game, BUTTONTYPE_SHIELDENERGY,			0.04f, 0.14f, 0.72f, 0.82f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_DecreaseShields		(game, BUTTONTYPE_SHIELDDECREASE,		0.04f, 0.09f, 0.67f, 0.72f, MENUBUTTON_ROUND);
	mButtons.push_back(button);

	button = new Button_IncreaseShields		(game, BUTTONTYPE_SHIELDINCREASE,		0.09f, 0.14f, 0.67f, 0.72f, MENUBUTTON_ROUND);
	mButtons.push_back(button);
	
	button = new Button_MissilesRemaining	(game, BUTTONTYPE_MISSILESREMAINING,	0.38f, 0.48f, 0.85f, 0.95f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);
	
	button = new Button_TurnsRemaining		(game, BUTTONTYPE_TURNSREMAINING,		0.85f, 0.95f, 0.85f, 0.95f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_Docked				(game, BUTTONTYPE_DOCKED,				0.70f, 0.80f, 0.85f, 0.95f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_RestartGame			(game, BUTTONTYPE_RESTARTGAME,			0.85f, 0.95f, 0.05f, 0.15f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_WaitOneTurn			(game, BUTTONTYPE_WAITONETURN,			0.85f, 0.95f, 0.70f, 0.80f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_GalaxyMap			(game, BUTTONTYPE_GALAXYMAP,			0.04f, 0.24f, 0.05f, 0.15f,	MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_LRSDamaged			(game, BUTTONTYPE_DAMAGEDLRS,			0.04f, 0.14f, 0.25f, 0.35f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);

	button = new Button_SublightDamaged		(game, BUTTONTYPE_DAMAGEDSUBLIGHT,		0.04f, 0.14f, 0.40f, 0.50f, MENUBUTTON_SQUARE);
	mButtons.push_back(button);
}

SpaceShooterMenu::~SpaceShooterMenu()
{
	// let the base class deconstructor take care of emptying the list
}